Credit: Lego Company


Garmadon

Medium Humanoid, hammy evil


  • Armor Class 20
  • Hit Points 144(16d8 + 64)
  • Speed 60ft.

STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 18 (+4) 8 (-1) 18 (+4) 20 (+5)

  • Saving Throws STR +10, DEX +11, CON +10, INT +5, WIS +10, CHA +11
  • Skills Athletics +9, Acrobatics +15, Stealth +10, Survival +9, Deception +10, Intimidation +10, Performance +15, Persuasion +10, Thieves' Tools +10, Vehicles (Land) +9, Vehicles (Water) +9, Vehicles (Air) +9
  • Proficiencies Light Armor, Medium Armor, Heavy Armor, Shields, Simple Weapons, Martial Weapons, Improvised Weapons
  • Condition Immunities poisoned, diseased, frightened, charmed
  • Resistances Fire, Cold, Lightning, Thunder, Necrotic, nonmagical Bludgeoning, Slashing, and Piercing
  • Senses Darkvision 60, passive Perception 14
  • Languages All
  • Challenge Rating 18 (???? XP)



Four Arms Garmadon has four arms that he can use to wield weapons or grapple opponents.

Dark Ki Garmadon has a Ki pool of 16.

Multi Attack When Garmadon uses the Attack action, he can make an Attack with each weapon he is wielding or an unarmed attack for each empty hand.

Cunning Action Garmadon can take the Disengage or Dash action as a Bonus Action on his turn.

Feather Fall Garmadon reduces any fall damage he takes by 80.

Evasion When Garmadon makes a DEX saving throw to avoid damage, he takes no damage on a success and half damage on a failure.

Deflect Missiles Garmadon can use his reaction reduce the damage from a missile attack by 27 (1d10 + 21). If the damage is reduced to 0, the missile is caught. He may then spend 1 Ki to make a ranged attack (20/60) with the missile, dealing 9 (1d6 + 5) damage on a hit.

Flurry of Blows (1 Ki) Garmadon uses a Bonus Action to make 4 unarmed strikes.

Stunning Strike (1 Ki) When Garmadon hits with a melee attack, the target must make a DC 18 Constitution saving throw or be stunned for 1 round.

Skullkin (6-10 Ki) Garmadon can cast Animate Dead as a spell whose level is equal to 2 + half the amount of ki he spent. Regardless of the quality of the target corpses, this always produces Skeleton undead.

Legendary Resistance (3/Day) When Garmadon fails a Skill check or Saving throw, he can instead choose to succeed.

Actions

Unarmed Strike Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 9 (1d6 + 5)/Bludgeoning

Scimitar Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 5 (1d6 + 5)/Slashing

Glaive Two-Handed Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 10 (1d10 + 4)/Slashing

Dark Ki Blast (4 Ki) Ranged Spell Attack +9 to hit, range 20/60, one target. Hit 16 (3d6 + 4)/Force

Legendary Actions

Garmadon has 3 Legendary Action Points. He regains all spent Legendary Action Points at the start of his turn.

Warlord's Command (1 action) Garmadon can command one of his underlings to follow his orders. That underling may immediately take an additional Action to try and accomplish Garmadon's orders. The underling must be able to understand speech.

Ninja Dodge (1 action) When another creature makes an Attack on Garmadon, he can impose disadvantage on the Attack.

Dark Ki Fount (1-3 actions) Garmadon immediately regenerates 2 Ki per Legendary Action Point used.

Credit: Lego Company


Garmadon's Mech

Gargantuan construct, unaligned


  • Armor Class 22
  • Hit Points 420(20d20 + 200)
  • Speed 40ft.

STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 30 (+10) N/A N/A N/A

  • Skills Athletics +15
  • Condition Immunities frightened, charmed, poisoned, paralyzed, diseased, sleep
  • Damage Immunities Psychic, Poison, Necrotic
  • Resistances Fire, Cold, Lightning, Radiant, Bludgeoning, Slashing, Piercing
  • Vulnerabilities Thunder
  • Senses passive Perception 10
  • Languages None
  • Challenge Rating 23 (???? XP)


Giant Mech Garmadon's Mech requires an operator to function. This requires a DC 15 Dexterity (Vehicles (Land)) check. Success allows the operator to operate the mech normally for 1 minute unless operation is interrupted.

Learning how to operate Garmadon's Mech without instuction requires a DC 25 Intelligence (Vehicles (Land)) check. If the operator has not learned how to drive the Garmadon's Mech, the DC for operation increases to 20 and is made with disadvantage. Five cumulative successes under these circumstances permanently removes this disadvantage.

Driving Save When Garmadon's Mech is required to make a Saving Throw, the operator instead makes a Vehicles (Land) check using the relevant ability score against the save DC. Failure means that operation is interrupted in addition to any other effects.

Stompy Feet Any large or smaller creature that occupies a square Garmadon's Mech moves through must make a DC 20 DEX saving throw, taking take 22 (2d10 + 10) Bludgeoning damage on a failure or half that on a success. In addition, the target is stunned for 3 (1d4) rounds on a failure.

Ungainly Garmadon's Mech is incapable of taking the Dash, Dodge, or Disengage actions. In addition, turning costs 10 feet of movement and the mech cannot turn more than 90 degrees in a single round. If Garmadon's Mech is knocked prone, operation is interrupted and it must spend 2 full rounds standing up.

Shark Belt Garmadon's Mech has an ammunition belt containing 20 Reef Sharks. The belt is enchanted to keep the sharks alive out of water. If Garmadon's Mech has been in battle before encountering the players, it has 12 (2d10) sharks reaining.

Ki Battery Garmadon's Mech has a pool of 40 Ki. If Garmadon's Mech has been in battle before encountering the players, it has 25 (5d8) Ki.

Ki Generator Garmadon's Mech regenerates 2 Ki per turn.

Ki Charger If the operator of Garmadon's Mech has a Ki pool, then can spend up to 5 Ki to regenerator the Mech's Ki pool by the same amount.

Energy Shields (2 Ki) Garmadon's Mech can cast Shield as a Reaction.

Spider Climb (2 Ki) Garmadon's Mech can walk up walls using its walking speed for 3 (1d4) rounds.

Actions

Giant Metal Fists Melee Weapon Attack +15 to hit, 15 feet, one target. Hit 24 (2d12 + 10)/Bludgeoning

Shark Shooter Ranged Weapon Attack: +5 to hit, 60/180, one target. Hit 8 (2d6)/Bludgeoning Special The target must make a DC 20 DEX or STR saving throw. On a failure, the target is knocked prone and the shark rolls bite damage. Garmadon's Mech may make take this Action a second time. Each use uses one shark from the Shark Belt as ammunition

Sharks that have been shot are not longer protected from having to breath water and will die in one minute. They can flop 5 ft per round on land continue to try and bite an opponent within range, but they do so at disadvantage.

Ki Cannon (5 Ki) Ranged Spell Attack: +5 to hit, 60/180., one target. Hit 25 (3d8 + 5)/Force Special Any creature within 5 ft of the target must make a DEX saving throw, taking 8 (2d6) Force damage on a failed save or half that on a successful one.